| 10-28-2008, 11:49 AM | #1 |
Hello everyone. I would like to know how to make units out of heroes. I've searched everywhere for a tutorial but i found nothing about this. How can i add a decay bone and decay flesh? First we start by removing Hero glow. Then we need to add a matching corpse to the model. (To wich bone should be attached? Should a new bone be created?) What should we do next? Transform the dissipate animation to decay flesh? (I don't know how to do this, but i belive it's possible) Tranfer the decay bone and flesh animations with Oinkerwinkle's tools? I've made several attemps but i keep failing. Thank you all |
| 10-30-2008, 05:04 PM | #2 |
I've never actually done this, but I've thought about doing it. Decay flesh is the hard one; decay bone is just the corpse sinking down. First off, you want to isolate that frame where your unit is lying dead on the ground -- ie, the first frame of the dissipate sequence. So change the sequence end frame (on a different copy of the model) to be about 10 more than the start frame; this should neatly remove the rest of the dissipate. If it doesn't, then reduce the duration even more. Transfer this out to your original model; this will put the "dissipate" on the end of the timeline, where we can work with it. All decay sequences are 60 seconds long, so set the end of the sequence to the start plus 60,000 (don't worry -- Warcraft itself scales the length appropriately). Now go to the root bone; there shouldn't be any frames here. If there isn't a root bone (say, the model's centre of gravity is its pelvis), then use Magos' to add a new parent to that. Add the following, changing the keyframes appropriately: Code:
Translation 2 {
Linear,
0: { 0, 0, 0 },
60000: { 0, 0, -100 },
}Next, you need to create your bonus corpse geometry (I won't cover this; just steal an exiting one and vertex modify). Using Magos', add in a new bone that is neither a child nor a parent; ie, it is at the root of the node tree but there is nothing attached to it. Call it "gutz00" for ease of use. Geomerge the corpse on in whatever manner you see fit, attaching it to the new gutz00 bone. Add in the appropriate GeosetAnim for the corpse; invisible everywhere except in the decay sequences. In most normal units, the corpse appears a little way into the decay flesh sequence, so fiddle around as you like. Decay bone is even easier to make; create a new sequence (actually, copy an existing one in Notepad to preserve bounds and extents data), and again make it 60,000 long, occurring some time after the decay flesh finishes. Add the appropriate GeosetAnim data to make the main body geometry all diseappear on the final frame of decay flesh and at the first frame of decay bone; only the corpse should be visible now. For gutz00, simply add translation keyframes as you did for the root bone above, moving it down into the ground over the 60,000 frames of the decay bone sequence. As good practice, make the corpse disappear on the final frame of this too (it will already be under the ground at this point anyway). And... Voíla! Decay flesh and decay bone for a hero. As I said at the start, I've never done this before so it might be open for debate; but theoretically, it should all be fine. |
